Searched refs:ubFadeLevel (Results 1 – 5 of 5) sorted by relevance
645 INT8 bShadeLevel = pSoldier->ubFadeLevel & 0x0f; in ExecuteOverhead()663 bShadeLevel |= pSoldier->ubFadeLevel & 0x30; in ExecuteOverhead()664 pSoldier->ubFadeLevel = bShadeLevel; in ExecuteOverhead()668 INT8 bShadeLevel = pSoldier->ubFadeLevel & 0x0f; in ExecuteOverhead()690 bShadeLevel |= pSoldier->ubFadeLevel & 0x30; in ExecuteOverhead()691 pSoldier->ubFadeLevel = bShadeLevel; in ExecuteOverhead()705 pSoldier->ubFadeLevel = gpWorldLevelData[pSoldier->sGridNo].pLandHead->ubShadeLevel; in ExecuteOverhead()719 pSoldier->ubFadeLevel = SHADE_MIN - 3; in ExecuteOverhead()1840 pSoldier->ubFadeLevel = gpWorldLevelData[pSoldier->sGridNo].pRoofHead->ubShadeLevel; in HandleAtNewGridNo()1844 pSoldier->ubFadeLevel = gpWorldLevelData[pSoldier->sGridNo].pLandHead->ubShadeLevel; in HandleAtNewGridNo()[all …]
473 UINT8 ubFadeLevel; member
196 EXTR_U8(d, s->ubFadeLevel) in ExtractSoldierType()705 INJ_U8(d, s->ubFadeLevel) in InjectSoldierType()
1925 opponent.ubFadeLevel = opponent.bLevel > 0 && me.pRoofHead ? me.pRoofHead->ubShadeLevel : in ManSeesMan()1931 opponent.pLevelNode->ubShadeLevel = opponent.ubFadeLevel; in ManSeesMan()
987 ubShadeLevel = s.ubFadeLevel; in RenderTiles()